11. Duplicate this model and transform it in the second one: the iris, pupil and white of the eye. For that, you will flatten the camber almost completely in the previous piece. Select the edge ring in red...

12. ...connect and create a new edge loop like this:

13. Pull the vertexes (or extrude the faces) of this area, forming a hole, that is the pupil:

14. Here is the perspectvie view (the iris is ALMOST flat, but it has an area slightly deepened):

15. Here, the two pieces in the side view, wire/SubD:

16. And here, in perspective view:

17. To make the cornea shader, use the configurations posted left (MAYA) or approximate this result using MAX. Clue: for specular, choose the white color however, force to use 2 times whiter (adjusting V from HSV for 2, for instance). Use a low reflection value(0.037, in MAYA) and 1.2 value for raytrace/refraction:

18. For the other piece, modeled last, use the texture that you made using my other tutorial and a very low especular level and very "open" highlight (almost opaque). Use planar/frontal map for this texture:

19. If you want to include some volume in the veins, hide all iris layers, change image to grayscale mode (or desaturate) and use this image as the bump map:

20. You will also be able to add a self-ilum map or incandescence in the iris, using a map as this (very low value):

21. Here is the "final" version:

Final tricks

a) use an area light to simulate window reflections;
b) for cornea, turn off the cast shadow. This will save a lot of render time in your scene. Â

(ID: 254241, pid: 0) Niko on Sat, 22 February 2014 3:54pm It would be very helpful, if you could post more Details on the Material Settings you have used. Especially for a Max-User, like me, it is very complicated to follow Step 17 to 21.
Thanks in advance!